d3d_OBJECT::LoadTexture never checked D3DXCreateTextureFromFileA, cached the NULL texture, and unconditionally AddRef()ed it - an access violation on any missing/unreadable texture, hit by every bare working copy because the pod skins (VIDEO\player1-8) come from the presets/replacement-material path, not the depot. Failures now log the filename+hr and the draw op renders untextured, matching the existing no-texture-filename path. Also guard the unchecked gReplacementData->find() in LoadObject (same latent UB one branch earlier). Verified in the sandbox working copy: the game now boots to a running RPL4 window with -windowed -egg TEST.EGG (RIO served by vRIO), logging the eight missing pod skins instead of dying in MakeEntityRenderables. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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RP 4.12 Roadmap — Steam + Internet Multiplayer
Working plan for turning the 4.11 arcade/cockpit build into a consumer Steam title. Status: initial assessment (2026-07-12). Items marked [investigate] need code archaeology before they become concrete tasks.
Where 4.11 stands
- Game:
rpl4opt.exe, 32-bit Win32, DirectX 9, VS2005/2008-era.vcprojprojects (BUILD.md). Builds clean on VC++ 2008 Express. - Networking: the engine has a real multiplayer layer — MUNGA/NETWORK.cpp, MUNGA/SOCKET.cpp, MUNGA/HOSTMGR.cpp, interest management (MUNGA/INTEREST.cpp), bound to WinSock2 in MUNGA_L4/L4NET.CPP (TCP; the 2007 WinSock port of the 1995 code). It was built for pods on a dedicated LAN.
- Input/output: the pod's controls are a RIO serial board (buttons,
five analog axes, lamps) and a plasma display (128×32 dot-matrix on COM2,
driven by
MUNGA_L4/L4PLASMA.CPP). No cockpit, no controls. - Session control: races are configured and launched from the outside by
TeslaConsole over the Munga control protocol (TCP 1501, via
Munga Net.dll), with TeslaLauncher (TCP 53290) handling app lifecycle on each pod.
Workstream A — Play without the cockpit (from vRIO)
vRIO already solved the "no hardware" problem once, from the outside: it speaks
the RIO serial protocol as the device, with a complete keyboard + XInput
bindings model (deflect/rate/deadzone/invert per axis, bindings file), and
vPLASMA renders the display's recovered command grammar
(VPlasma.Core/Protocol/PlasmaProtocol.cs, grammar recovered from
L4PLASMA.CPP itself). For 4.12 that logic moves inside the game:
Design principle — recreate the cockpit's feel on screen. The 4.12 screen
layout places the RIO panel controls around the displays in the same
physical arrangement as the pod: MFD button clusters framing the screens,
board columns and keypads where they sit in the cockpit, the plasma glass in
its place above. vRIO's panel layout data (VRio.Core, the five MFD
clusters / four board columns / two keypads / encoder-gauge strip) is the
geometry reference — it is already the faithful software copy of the physical
panel. On-screen buttons light with the same lamp states the game commands,
so press-feedback works like the real button field.
- Replace the RIO serial path in the L4 layer with a native input layer (keyboard / mouse / XInput, later Steam Input). Port vRIO's binding model — its axis-travel semantics (throttle ratchet, spring-back pedals, ±80 stick) are exactly what the game expects. [investigate] where the L4 layer reads RIO input, and whether an abstraction seam already exists.
- Render the plasma display in-game (HUD overlay) instead of streaming
ESC Pgraphics to COM2 —L4PLASMA.CPPalready composes the frame into a local 1bpp buffer before serializing, so the seam is likely right there. - Lamp feedback (button lighting) maps to on-screen highlight / controller rumble / RGB later; low priority.
- vRIO itself stays useful as a dev harness against unmodified builds.
Workstream B — In-game sessions (from TeslaConsole)
Consumer players get no operator. The create/configure/launch flow that TeslaConsole drives over TCP 1501 becomes in-game UI:
- Front-end menus: pilot setup, race/mission select, create/join session.
[investigate] how much of the mission-launch handshake lives in the game
(
MUNGAmission/host code) vs. in the console — TeslaSuite'sContract/and the console's Munga-protocol client are the reference implementation. - vPOD (TeslaSuite) impersonates both the game client and launcher — a ready-made test double while the launch flow is being internalized.
- TeslaLauncher's responsibilities (install, watchdog, auto-login) disappear — Steam owns install/update/launch.
Workstream C — Steam + internet multiplayer logistics
Networking
- The engine's LAN TCP assumptions need auditing before anything else:
[investigate] what
HOSTMGR/NETWORKactually synchronize (state replication vs. lockstep), tick/latency assumptions, and who is authoritative. A LAN design that tolerates ~1 ms RTT may need prediction/interpolation work for 50–100 ms internet RTTs; the existing interest manager is a good sign. - Transport: Steam Networking Sockets (
ISteamNetworkingSockets) is the target — it gives NAT traversal + Steam Datagram Relay for free, hides IPs, and offers reliable + unreliable channels. Plan: introduce a transport abstraction underL4NETso raw-socket LAN play (dev) and Steam sockets (retail) coexist. - Topology: player-hosted (listen server / P2P over SDR) is the low-cost default for a pod-count-sized race; dedicated servers are a later option.
- Matchmaking: Steam lobbies (
ISteamMatchmaking) for create/join/invite; friends-list invites come nearly free once lobbies work.
Steamworks integration
- Steamworks partner account + app credit (Steam Direct, $100/app), appid,
depot layout via SteamPipe. The old
Setup1/installer project retires — Steam delivers files; OpenAL / libsndfile runtime DLLs ship in the depot. steam_api.dllsupports 32-bit Win32, so Steam does not force a 64-bit port. It does require init/callback pumping in the main loop and the overlay hooking D3D9 (works, but test early — old-engine present() paths sometimes fight the overlay).- Steam client requires Windows 10+ now, which frees 4.12 from the XP-era constraints that shaped the 4.11/TeslaSuite line.
Toolchain
- ✅ Done (2026-07-12) — the solution builds on VS2022 (v143) with the
Windows 11 SDK; see BUILD.md §3 for what changed and why.
Runtime-verified equivalent to the VC9 baseline (including RIO init against
vRIO). Remaining cleanups called out there: un-
/Zp1the Windows-header boundary, portstdext::hash_map→std::unordered_map, single-TU the duplicated globals so/FORCE:MULTIPLEcan go away. - ✅ The pre-existing mission-load crash (NULL-texture
AddRefind3d_OBJECT::LoadTexture) is fixed — missing textures render untextured and log. The game boots standalone to a running window (BUILD.md §4). Note for Workstream B: pod skins (player1–8) come from the presets / replacement-material path the console used to drive; the in-game session UI must own that.
Suggested order
- Toolchain upgrade to VS2022 (unblocks everything, no design risk).
- Workstream A input layer (makes the game playable on a desktop — also the fastest path to a demoable build).
- Networking audit (C), then transport abstraction + Steam sockets.
- Workstream B session UI, using vPOD as the test double.
- Steamworks bring-up (appid, overlay, lobbies), SteamPipe packaging.